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Online Gaming Experiences: Practical Implications and Outcomes on 12 STEM

1RA Students Academic Performance in Our Lady of Fatima University

Nick L. Eraño, Derlyn Q. Lacsamana, Krisha Mae D. Samia, Arlan L. Datu, Shiena

Marie A. Cornel, Eugene O. Marcelo

Science, Technology, Engineering, and Mathematics

Senior High School Department

Our Lady of Fatima University

City of San Fernando Pampanga

Research Adviser

Denver Covita

December 2022
Table of Contents

1. Acknowledgement……………………………………………………………………… 3

2. Statement of the Problem …………………………………………………………….4

significance of study ……………………………………………………………………..….4

3. scope and delimitation……………………………………………………………….. 5

Motivation……………………………………………………………………………………5

Target respondents, locale…………………………………………………………………..6

4. Chapter I

I. Introduction……………………………………………………………………………….7

5. Chapter II

II. Review of Related Literature and Studies………………………………………………9

6. Chapter III

III. Methodology…………………………………………………………………………….11

III.I Methodology of Research……………………………………………………………..11

III.II Data processing Method…………………………………………………………..11

III.III Research Gathering Method………………………………………………………..11

III.IV Research Instruments…………………………………………..………………….12

III.V Statistical Treatments…………………………………………………………… 12

III.VI Instrument Validation………………………………………………………….12

7. Chapter IV

IV. Body Paragraph………………………………………………….……………………13

IV.I Findings/Result…………………………………………………………………….. 20

8. Chapter V

V. Conclusion and Recommendation…………………………………………………… 22

V.I Definition of Terms…………………………………………………………………….23

V.II References……………………………………..………………………………………25
ACKNOWLEDGMENT

First and foremost, praises and thanks to the God, the Almighty, for His

showers of blessings throughout our research work to complete the research

successfully.

We would like to express our deep and sincere gratitude to our research

supervisors, Mr. Denver Covita and Ms. Nicole Guinto for giving us the

opportunity to do research and providing invaluable guidance throughout this

academic semester. Their vision, sincerity, motivation and dynamism have deeply

inspired us. They taught us to the methodology to carry out the research and to

present the research works as clearly as possible. It was a great privilege and

honor to work and study under their supervision and guidance. We, as the

researchers, are extremely grateful for they have offered us. We would also like to

thank them for their empathy, friendship, and great sense of humor. We are

extending our heartfelt gratitude to their family and friends for their acceptance

and patience during every discussion we had with them on research work and

thesis preparation.

We are also extremely grateful to each of our parents for their love, prayers,

caring, and sacrifices for education and preparing us for our future. We are very

much thankful to our friends for their love, understanding, and continuing support

to complete this research work. Also special thanks to our former research

supervisor in Grade 11, Mr. Paul Bryan Patawaran. His advices and teachings are

big help to where we are now.


Statement of the Problem

This study’s purpose is to find out implications and outcomes on 12-1RA STEM

students’ academic performances from video games. It also aims to perceive how gaming

cause relationship issues between the students’ family and friends.

It is also the researchers’ goal to ascertain how the students manage their time in a

day with gaming. A question whether if the students spend more time on gaming than on

studying is very essential for the researchers to find out. Advantages of playing video games

is also discussed in this study such as computer literacy, creativity, being imaginative, etc.

Furthermore, the researchers are determined to learn how playing video games are

connected with the mental health of the 12-1RA STEM students. Finding out their beliefs on

the statement “playing online games can stimulate anger and violence due to games” is very

essential to this study.

Significance of the Study

The result of this study will be a significant and great benefit to one another to determine

the Online Gaming Experiences: Practical Implications and Outcome on 12 STEM 1RA

Students Academic Performance in Our Lady of Fatima University

To the Students. who are having scholastic difficulties will get information and awareness of

how to successfully carry out their online gaming addiction since they will be diverted from

their studies. A lot of elements influence study. Furthermore, students must restrict how much

time they spend playing video games.

To the Teachers. This research will provide teachers with more information about their

pupils' circumstances. They may also use it as a reference while pupils are being adversely

affected for gaming addiction so that it does not interfere with their academics.
To the Parents. The parents will be capable of comprehending the implications of various

factors that could affect their children's drive to adapt They will be aware of how they will

limit their children's use of gadgets and mobile games, and the distraction may effect them as

well.

To the Future Researchers. The study might be utilized as a guide. They may benefit

from the research since it will give them more information and understanding about the

existing application. Also, the study can give them knowledge on how they will face

distractions from the students.

Scope and Delimitation

This current research focuses on the Online Gaming Experiences: Practical

Implications and Outcomes on the Academic Performance of 12 STEM 1RA Students at Our

Lady of Fatima University. Furthermore, this study is intended and restricted to gain a

comprehensive understanding of why participants on those Students practical implication and

effect of online gaming on their Academic Performance, which may impact their academic

grades. This entails conducting a survey among solely STEM 1RA students at Our Lady of

Fatima University in San Fernando. Furthermore, the researchers had no intention of finding

remedies to their Online Problem gambling.

Motivation:

It is in the researchers’ interest to learn and gain in-depth knowledge is eager about

the reasons why young people begin to play online games, as well as how playing such games

impacts their study habits and daily life. Additionally, the researchers are how can they
regulate it without interfering with their everyday lives. Furthermore, too much of a device is

bad for our health, not just for our eyes but also for our bodies.

Target Respondents:

Maximum of 50 respondents

Locale:

Our Lady of Fatima University Pampanga


CHAPTER I

THE PROBLEM AND ITS BACKGROUND

Introduction:

Many things are brought about by the advancement and development of technology.

People's lives are either made easier or more complex and convoluted. One of the outcomes

of this is The development is the introduction of online gaming over the internet, which has

proven popular. Many individuals and youngsters find it addicting and one of their favorite

pastimes. Online Gaming is a technology, not a genre; it is a means of connecting

participants. rather than a certain pattern of game play Online games are played through some

kind of network.computer network, now often found on the Internet The purpose of this study

was to investigate Online Gaming Experiences: Practical Implications and Outcomes on the

Academic Performance of 12 STEM 1RA Students at Our Lady of Fatima University. The

descriptive-cor relational study design was utilized by the researchers.

(2017) People are starting to utilize the internet in greater numbers these days.

Simultaneously, internet games have grown incredibly popular among the young population.

In recent years, computer games have become a very popular leisure activity among children

and teenagers. Indeed, based just on popularity, online gaming attracts a sizable audience per

proportion of 'favorite' votes among teenagers than the combined athletic team sports of ice

hockey and football. There are numerous advantages to using the Internet, as it not only

serves as an entertainment tool, but also as an important professional resource for work,

communication, and education. Knowing that many of their friends or classmates play online

games and tell stories about staying up late at night playing the games and even becoming
addicted to it, they sometimes forget to do normal household activities or school homeworks

and projects because they lack energy and feel lazy to perform in school. This is why the

researchers intended to explore the students' opinions about online gaming. A gaming

addiction is linked to greater rates of anxiety and depression, as well as poor academic

performance (Peukert et al. 2010).

Anderson and Bushman (2001) have recently released a study meta-analysis

Their research suggests that playing violent video games has a harmful impact on children.

a number of measures The most important analysis is the one demonstrating that playing

violent games Aggressive conduct is increased by playing video games. Based on their

overall analysis The authors say, and likely notably the one about violent conduct, that

Video games endanger public health.

Computer gaming addiction is associated with accomplishment drive, sensation-

seeking, and a positive attitude. a positive assessment of one's IQ and a bad assessment of

one's interpersonal abilities relationship. In a German sample 6.3% of adolescent individuals

met the authors' criteria. Criteria for diagnosing game addiction These teenagers were

predominantly males with poor educational levels (Klaus et al. 2009). Academic success is

inversely connected with gaming addiction. So far, no studies have been undertaken to

determine the percentage of senior high school students who are addicted to online games;

consequently, this study would like to discover the reasons that lead to senior high school

students becoming addicted to online games.


CHAPTER II

REVIEW OF RELATED LITERATURE AND STUDIES

In the UK, correlation analyses between gaming activity and academic performance

were performed using a sample of 713 students, accounting for differences in gaming activity,

study discipline, gender, and overall views about gaming and study. The findings show that

test scores are actually negatively connected with gaming frequency, i.e., frequent players

typically score worse than less frequent players. Ip et al., (2008) concluded indulging in other

similar social activities may also have an impact on test scores, even though there is no

evidence between gaming frequency with overall academic achievement. Spending time

engaging in any social activity, including playing video games, may have a similar impact.

A study was conducted by graduates of Karunya University on the influence of

playing video games on academic performance. Surenheran et al., (2016) indicated that the

digital technology has made a tremendous impact on the life of younger generation, especially

the student community. Their socialization process is realized through the means of mobile

and Internet engagement. Spending time on technical gadgets is a vital part of their daily life.

This attraction towards the digital world limits their academic concentration. Younger

generations cannot ignore the environment of video gaming because it has the potential to be

the most interactive and enjoyable. In addition, technologists are devoting resources and

competing to develop fresher ideas for improving these gaming devices.

The Nanyang Technological University in Singapore conducted a study on Young

People and Video Games: Addiction, Participation, and Academic achievement. Skoric et al.

(2009) demonstrated in this study that video game addictions are regularly inversely

correlated with academic performance. However, there are no such associations for either

game playing time or video game involvement. He comes to the conclusion that there is
absolutely no connection between a propensity for playing video games and academic

success.

A study was carried out at Polytechnic University of the Philippines-Laboratory High

School to determine whether there was a substantial connection between playing online

games and students' social behavior and academic achievement. Based on the results from a

total of 126 respondents, Dumrique & Castillo (2018) stated that the students know how to set

boundaries, therefore playing online games has no negative effects on their academics. They

only play games on breaks and weekends when they have more time than when they have

courses because they are aware that they must maintain self-control in order to perform well

in class. Despite playing online games, they have good social skills and can communicate

exceptionally well in academic performance. However, it is unavoidable to stop playing for

even a half-hour when they have grown accustomed to it. Therefore, discipline is all that is

needed.

It is crucial to stress right away that, if such associations do exist, identifying any

causal elements would be challenging, if not impossible. Since so many known and unknown

variables are likely to have an impact, only carefully designed experiments could determine

whether playing video games frequently improves performance or the opposite. It's possible

that students who do well in specific topics are already drawn to video games and can develop

an addiction to them more quickly than those who do poorly. It would also be a formidable

task to design an experiment that would yield results that were absolutely certain. On the

other hand, there has recently been a growing amount of research into the possible benefits of

game playing, such as that of promoting ICT skills, and of its being an added motivational

component for sports training, and even formal education (Fery & Ponserre, 2001)
CHAPTER III

METHODOLOGY

This chapter discusses the methodology of this research, such as the methods adopted;

data processing method; gathering method; research method; statistical treatment; data

analysis; and instrument validation.

Methodology of Research

The study design, research instruments, gathering procedure, and data processing analysis

are all addressed in this chapter. The descriptive-analytic research design was adopted in this

study. There, the researchers discussed and examined the information, beliefs, and habits of

Senior High School STEM Students at Our Lady of Fatima University (OLFU) regarding

playing online games and how it affects their academic performance.

Data Processing Method

We meticulously tallied and organized the data after acquiring all of the necessary

information. The researchers used various strategies that are unavoidable to make the

investigation effective in this researcher who gathered data.

Research Gathering Method

The first step is to obtain authorization from the Senior High School STEM students'

instructor to conduct the survey.

The researcher will administer the questionnaire to the respondents, conduct tests and

analyze relevant records to gather the necessary data, retrieve the questionnaire from the
class, collate and classify the questionnaire to examine and compare carefully to note points

and verify the order, all of which are required for the study's completion.

Research Instruments

The research conducted a survey questionnaire augmented by assessments, comments, and

recommendations from Senior High School STEM students. The samples were utilized by the

researcher to re-test the study's data-gathering apparatus.

Statistical Treatment

Before validating the data received via survey questionnaire, the researcher sorted and

tallied it. The researcher employed the Likert Scale for this study in order to statistically

evaluate and critically comprehend the meaningful interpretation of the acquired data. In

evaluating the data, the researchers used a basic percentage and frequency procedure utilizing

the pie chart

Instrument Validation.

The researcher manually distributed the questionnaires via online platform called google

forms during the students' available time so that their courses were not disrupted. This was

also done to guarantee that the questionnaire would not be retrieved immediately.
CHAPTER IV

BODY PARAGRAPH

This chapter of the study contains the data acquired from 50 Our Lady of Fatima

University Senior High School Students who functioned as research respondents. It also

contains data analysis and interpretation that has been structured in accordance with the study

topics listed.

1. Does online gaming affect your academic performances as a student?

In this pie chart, 86% of the respondents answered Yes while 14% of them chose

No.

2. Does online gaming cause relationship issues regarding your family and friends?
In the question 2, the respondents predominantly answered Yes which is 82% and the rest is

No which is 18%.

3. Does playing online games helps you to become more creative and imaginative?

In this pie chart shows that the most answered by the respondents is Yes which is 98%

and only 2% who answered No.


4. With regards time management, do you still have enough time and energy to do

your task at home?

This question 4 demonstrates that 96% of the respondents chose Yes as their response and 4%

of them selected No.

5. Would you agree that online gaming enhances our mental well-being?
The majority of responders (92% of them) to question 5 chose "Yes," while the

remaining 8% chose "No."

6. Do you believe playing online games is one way to increase the person’s computer

literacy?

In response to question 6, 98% of respondents chose "Yes," while the remaining 2%

chose "No."

7. Do you believe playing online games can stimulate anger and violence due to games?
The image above depicts a close result between the two choices, but the Yes side

prevailed by 2%. The Yes is the about 52% while the No is 48%.

8. Do you feel more relaxed playing online games compared to studying?

As shown in the pie chart, 86% of respondents said yes, while 14% said no.

9. Do you spend more time on online games than on studying?


In this question, "No" won which is 70% of this pie chart, while "Yes" received 30%.

10. Would you agree that online gaming is a good way for a need of relationships and

escapism?

According to the chart, 98% of participants responded Yes and 2% said No.

Online gaming refers to games that are played online on devices such as a phone or a

computer.
Online gaming has its own set of benefits and drawbacks. Online gaming is the most

popular method to pass the time while waiting these days. These games assist to improve

children's learning skills by utilizing innovative technology and visual representations. Online

gaming also improves multitasking abilities.

However, the negative consequences that the devices on which these games are played

have on a person's eyes cannot be overlooked. People are limiting their social lives and

spending more time on the internet as a result of online gaming. Students' attention is diverted

from their schoolwork as a result of internet gaming.


FINDINGS / RESULTS

Our study's findings are presented in this chapter to assist readers and potential

researchers in learning more about the impact of effective time management on grade

12 STEM students' academic achievement. In order to produce an objective outcome,

we as researchers carefully examine and analyze the information received.

1. Does online gaming affect respondents’ academic performance positively or

negatively?

The results has shown that it does affect their academic performance but in a

good way. The respondents agree to the statements saying “playing online games help

you become more creative and imaginative” and “ playing online games is one way to

increase the person’s computer literacy”.

2. Does online gaming enhance mental well-being of the respondents?

The results has shown that it does enhance their mental well-being. They agree

to the statement “online games help you become more creative and imaginative”.

3. Does playing online games can stimulate anger and violence due to games?

According to the results, half of the respondents agreed to the statement and

half do not agree to it. It is hard to conclude which is the appropriate answer and this

certain problem will need a more proper and scientific research.


4. How do the relationships of the respondents corresponds with playing online

games?

More than a quarter of the respondents agree to the statement saying “online

gaming cause relationship issues regarding your family and friends”. However, they

also believe that in online gaming, it is a way for new relationships and escapism.
CHAPTER V

CONCLUSION AND RECOMMENDATION

As the respondents assessed, it can be inferred that playing online games positively

affects the academic performance of students. The results has also shown that video games

can stimulate the students’ creative thinking and problem-solving. It helps them become more

creative and imaginative which are aspects that would be useful in real life. The results has

also shown that playing online games is one way to increase the person’s computer literacy.

Although the academic performances of the respondents are not negatively affected, they

tend to have less time for proper social interactions with friends and family, hence, causing

relationship issues in real life. However, the respondents believe that online games is still also

a good way for a need for relationships and escapism.

Regarding time management, although the respondents play online games on a regular

basis, they respondents still have enough time and energy to do their tasks at home. The

results has also shown that they tend to spend more time on studying than on online games

which that these might have a connection to the other results which that playing online games

does not affect the academic performance of the students negatively.

The results has also shown that online gaming enhances the respondents’ mental well-

being. They also feel more relaxed playing online games compared to studying. In terms of

the statement saying “playing online games can stimulate anger and violence due to games”,

half of the respondents agree with it.


Definition of terms

Student – Someone who manages and carries a responsibility to finish their task

or academic work in a specific period.

Academic Performance - how students handle their academic work and how they

handle or complete the assignments provided to them by their teachers

Computer Literacy - defined as the knowledge and ability to use computers and related

technology efficiently

Education - the abilities, skills, comprehension, and attitudes that you can learn from

going to school

Effect - a result of something that already existed, was done, or occurred.

Escapism - the tendency to seek distraction and relief from unpleasant realities,

especially by seeking entertainment or engaging in fantasy.

ICT - Information, Communication and Technology

Internet - worldwide system of computer networks -- a network of networks in which

users at any one computer can, if they have permission, get information from any other

computer

Online Games - games that are played over some form of computer network, most

often the Internet. Example: Mobile Legend, Clash of Clans, Rules of Survival, Dota etc

Player - person taking part in a sport or game specifically in an online video game

School - a place where the students study or a teacher where teaching

STEM - (Science, Technology, Engineering, and Mathematics) an academic strand in

senior high school


REFERENCES

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literature. Psychological Science, 12(5), 353–359.

https://doi.org/10.1111/1467-9280.00366

Dumrique, D. O., & Castillo, J. G. (2018). Online gaming: Impact on the academic

performance and social behavior of the students in polytechnic university of

the Philippines laboratory high school. KnE Social Sciences, 3(6), 1205.

https://doi.org/10.18502/kss.v3i6.2447

Eder, K. (2009). A theory of collective identity making sense of the debate on a

‘European identity.’ European Journal of Social Theory, 12(4), 427–447.

https://doi.org/10.1177/1368431009345050

Fery, Y. A., & Ponserre, S. (2001). Enhancing the control of force in putting by video

game training. Ergonomics, 44(12), 1025–1037.

https://doi.org/10.1080/00140130110084773

Ip, B., Jacobs, G., & Watkins, A. (2008). Gaming frequency and academic

performance. Australasian Journal of Educational Technology, 24(4).

https://doi.org/10.14742/ajet.1197
Paukert, A. L., Phillips, L., Cully, J. A., Loboprabhu, S. M., Lomax, J. W., & Stanley,

M. A. (2009). Integration of religion into cognitive-behavioral therapy for

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Skoric, M. M., Teo, L. L. C., & Neo, R. L. (2009). Children and video games:

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Behavior: The Impact of the Internet, Multimedia and Virtual Reality on

Behavior and Society, 12(5), 567–572. https://doi.org/10.1089/cpb.2009.0079

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